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using Content.Shared.Actions ;
using Robust.Shared.GameStates ;
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using Robust.Shared.Prototypes ;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom ;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype ;
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namespace Content.Shared.Ghost ;
[RegisterComponent, NetworkedComponent, Access(typeof(SharedGhostSystem))]
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[AutoGenerateComponentState(true)]
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public sealed partial class GhostComponent : Component
{
// I have no idea what this means I just wanted to kill comp references.
[ViewVariables]
public bool IsAttached ;
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[DataField("toggleLightingAction", customTypeSerializer: typeof(PrototypeIdSerializer<EntityPrototype>))]
public string ToggleLightingAction = "ActionToggleLighting" ;
[DataField("toggleLightingActionEntity")]
public EntityUid ? ToggleLightingActionEntity ;
[DataField("toggleFovAction", customTypeSerializer: typeof(PrototypeIdSerializer<EntityPrototype>))]
public string ToggleFoVAction = "ActionToggleFov" ;
[DataField("toggleFovActionEntity")]
public EntityUid ? ToggleFoVActionEntity ;
[DataField("toggleGhostsAction", customTypeSerializer: typeof(PrototypeIdSerializer<EntityPrototype>))]
public string ToggleGhostsAction = "ActionToggleGhosts" ;
[DataField("toggleGhostsActionEntity")]
public EntityUid ? ToggleGhostsActionEntity ;
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[ViewVariables(VVAccess.ReadWrite), DataField("timeOfDeath", customTypeSerializer:typeof(TimeOffsetSerializer))]
public TimeSpan TimeOfDeath = TimeSpan . Zero ;
[DataField("booRadius")]
public float BooRadius = 3 ;
[DataField("booMaxTargets")]
public int BooMaxTargets = 3 ;
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[DataField("action", customTypeSerializer: typeof(PrototypeIdSerializer<EntityPrototype>))]
public string Action = "ActionGhostBoo" ;
[DataField("actionEntity")] public EntityUid ? ActionEntity ;
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// TODO: instead of this funny stuff just give it access and update in system dirtying when needed
[ViewVariables(VVAccess.ReadWrite)]
public bool CanGhostInteract
{
get = > _canGhostInteract ;
set
{
if ( _canGhostInteract = = value ) return ;
_canGhostInteract = value ;
Dirty ( ) ;
}
}
[DataField("canInteract"), AutoNetworkedField]
private bool _canGhostInteract ;
/// <summary>
/// Changed by <see cref="SharedGhostSystem.SetCanReturnToBody"/>
/// </summary>
// TODO MIRROR change this to use friend classes when thats merged
[ViewVariables(VVAccess.ReadWrite)]
public bool CanReturnToBody
{
get = > _canReturnToBody ;
set
{
if ( _canReturnToBody = = value ) return ;
_canReturnToBody = value ;
Dirty ( ) ;
}
}
/// <summary>
/// Ghost color
/// </summary>
/// <remarks>Used to allow admins to change ghost colors. Should be removed if the capability to edit existing sprite colors is ever added back.</remarks>
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[DataField("color"), ViewVariables(VVAccess.ReadWrite), AutoNetworkedField]
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public Color color = Color . White ;
[DataField("canReturnToBody"), AutoNetworkedField]
private bool _canReturnToBody ;
}
public sealed partial class BooActionEvent : InstantActionEvent { }
public sealed partial class ToggleFoVActionEvent : InstantActionEvent { } ;
public sealed partial class ToggleGhostsActionEvent : InstantActionEvent { } ;
public sealed partial class ToggleLightingActionEvent : InstantActionEvent { } ;